-- $Id: unit_icongenerator.lua 3909 2009-02-05 22:49:55Z jk $
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--------------------------------------------------------------------------------
--
--  file:    unit_icongenerator.lua
--  brief:   
--  author:  jK
--
--  Copyright (C) 2007.
--  Licensed under the terms of the GNU GPL, v2 or later.
--
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--[[
example usage (need cheats):
/luarules buildicons all
/luarules buildicon armcom
]]

function gadget:GetInfo()
  return {
    name      = "IconGenerator",
    desc      = "/luarules buildicon(s) [unitdefname|all]",
    author    = "jK",
    date      = "Oct 01, 2008",
    license   = "GNU GPL, v2 or later",
    layer     = -10,
    enabled   = true  --  loaded by default?
  }
end

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if (gadgetHandler:IsSyncedCode()) then
--------------------------------------------------------------------------------
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  local units = {};
  local createunits  = {};
  local curTeam;
  local nextUnitX,nextUnitZ = 100,100;


  local function GameFrame(_,n)
    local new = {};
    for i=1,#units do
      if ((units[i].frame + 30) == n) then
        Spring.DestroyUnit(units[i].id,false,true);
      elseif (units[i].frame == n) then
        SendToUnsynced("buildicon_unitcreated",units[i].id,units[i].defname);
        new[#new+1] = units[i];
      else
        new[#new+1] = units[i];
      end;
    end;
    units = new;

    if (#units>10) then return end;
    if (#units==0) then curTeam=nil; end;

    local leftunits = {};
    for i,cunit in ipairs(createunits) do
      if (#units>10 or ((curTeam) and (cunit.team~=curTeam))) then
        leftunits[#leftunits+1] = cunit;
      else
		local lus = false
        local x,z = nextUnitX,nextUnitZ;
        nextUnitX = nextUnitX+200;
        if (nextUnitX>=Game.mapSizeX) then nextUnitX,nextUnitZ = 100,nextUnitZ+200 end;
        local y   = Spring.GetGroundHeight(0,0);
        Spring.LevelHeightMap(x-50,z-50,x+50,z+50,y);

        local uid = Spring.CreateUnit(cunit.defname,x,y,z,"south",cunit.team);
        units[#units+1] = {id=uid,defname=cunit.defname,frame=n+cunit.time};
        curTeam = cunit.team;

        Spring.SetUnitNeutral(uid,true);
        Spring.GiveOrderToUnit(uid,CMD.FIRE_STATE,{0},{});
        Spring.GiveOrderToUnit(uid,CMD.STOP,{},{});

		local env = Spring.UnitScript.GetScriptEnv(uid)
		if env then lus = true end
		
		if lus then
			if env.Activate then Spring.UnitScript.CallAsUnit(uid, env.Activate) end
        else Spring.CallCOBScript(uid,"Activate",0) end

        if (cunit.move) then
		  if lus then Spring.UnitScript.CallAsUnit(uid, env.StartMoving)
          else Spring.CallCOBScript(uid,"StartMoving",0) end
        end;

        if (cunit.attack and not lus) then
          local angle = (cunit.shotAngle / 180) * 32768

          Spring.CallCOBScript(uid,"AimPrimary",0,Spring.GetHeadingFromVector(0,1),angle);
          Spring.CallCOBScript(uid,"AimWeapon1",0,Spring.GetHeadingFromVector(0,1),angle);

          Spring.CallCOBScript(uid,"AimSecondary",0,Spring.GetHeadingFromVector(0,1),angle);
          Spring.CallCOBScript(uid,"AimWeapon2",0,Spring.GetHeadingFromVector(0,1),angle);

          Spring.CallCOBScript(uid,"AimTertiary",0,Spring.GetHeadingFromVector(0,1),angle);
          Spring.CallCOBScript(uid,"AimWeapon3",0,Spring.GetHeadingFromVector(0,1),angle);

        end;
      end;
    end;
    createunits = leftunits;

    if (#units==0 and #createunits==0) then
      nextUnitX,nextUnitZ = 100,100;
      gadget.GameFrame = nil
      gadgetHandler:UpdateCallIn("GameFrame");
      gadgetHandler:UpdateCallIn("GameFrame");
    end
  end


  function gadget:RecvLuaMsg(msg, playerID)
    if (msg:find("buildicon",1,true)) then
      if (not Spring.IsCheatingEnabled()) then
        Spring.SendMessageToPlayer(playerID, "Cheating must be enabled");
        return true;
      end;

      local msg     = msg:sub(11,msg:len());
      local d = msg:find(";",d,true);
      local defname = msg:sub(1,d-1);
      local a = msg:find(";",d+1,true);
      local attack  = (msg:sub(d+1,a-1) == "1");
      local m = msg:find(";",a+1,true);
      local move    = (msg:sub(a+1,m-1) == "1");
      local t = msg:find(";",m+1,true);
      local teamID  = tonumber(msg:sub(m+1,t-1));
      local w = msg:find(";",t+1,true);
      local wait    = tonumber(msg:sub(t+1,w-1));
      local sa = msg:find(";",w+1,true);
      local shotAngle = tonumber(msg:sub(w+1,sa-1));

      createunits[#createunits+1] = {defname=defname,team=teamID,move=move,attack=attack,time=wait,shotAngle=shotAngle};

      gadget.GameFrame = GameFrame
      gadgetHandler:UpdateCallIn("GameFrame");
      gadgetHandler:UpdateCallIn("GameFrame");
      return true;
    end;
  end


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else
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--// we render in a higher resolution, so we can detect the boundings and center the icon
--// and replace AA by scaling the final icon down to the desired size
local renderX,renderY;

local fbo, out_fbo;
local pre_shader,clear_shader,post_shader;
local albedo_tex,normal_tex,depth_tex,out_tex;
local final_tex, final_fbo;
local halo_shader;

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

local scheme;
local ratio, ratio_name;
local iconX, iconY;
local outdir;

--------------------------------------------------------------------------------
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--// some OpenGl consts

GL_RGBA        = 0x1908
GL_RGBA16F_ARB = 0x881A
GL_DEPTH_COMPONENT32 = 0x81A7
GL_COLOR_ATTACHMENT0_EXT  = 0x8CE0
GL_COLOR_ATTACHMENT1_EXT  = 0x8CE1
GL_READ_FRAMEBUFFER_EXT   = 0x8CA8

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

local autoConfigs = {}

scheme = "" --// global var!

local function include(filedir,filename,env)
  if (VFS.FileExists(filename,VFS.RAW_ONLY)) then
    return VFS.Include(filename,env,VFS.RAW_ONLY)
  else
    return VFS.Include(filedir .. filename,env,VFS.ZIP_ONLY)
  end
end


local function LoadScheme()
  local G = getfenv();
  G["scheme"]= scheme;
  G["ratio"] = ratio;
  G["ratio_name"] = ratio_name;
  G["iconX"] = iconX;
  G["iconY"] = iconY;

  autoConfigs = {} --// reset

  include("LuaRules/Configs/","icon_generator.lua")
  setmetatable(unitConfigs,{__index=autoConfigs});
end

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local function blend(a,b,mix)
  if (mix>1) then mix=1 end
  return a*(1-mix) + b*mix
end


local function round(num,idp)
  local mult = 10^(idp or 0)
  return math.floor(num * mult + 0.5) / mult
end

--------------------------------------------------------------------------------
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local function CreateResources()
  renderX,renderY = iconX * renderScale,iconY * renderScale

  local texOpt = {
    border = false,
    min_filter = GL.LINEAR,
    mag_filter = GL.LINEAR,
    wrap_s = GL.CLAMP_TO_EDGE,
    wrap_t = GL.CLAMP_TO_EDGE,
  }

  texOpt.format = GL_RGBA16F_ARB
  albedo_tex = gl.CreateTexture(renderX,renderY, texOpt)

  texOpt.format = GL_RGBA16F_ARB
  normal_tex = gl.CreateTexture(renderX,renderY, texOpt)

  texOpt.format = GL_DEPTH_COMPONENT32
  depth_tex = gl.CreateTexture(renderX,renderY, texOpt)

  fbo = gl.CreateFBO({
    color0 = albedo_tex,
    color1 = normal_tex,
    depth  = depth_tex,
    drawbuffers = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT},
  })

  texOpt.format = GL_RGBA
  post_tex = gl.CreateTexture(renderX,renderY, texOpt)
  post_fbo = gl.CreateFBO({color0 = post_tex})

  texOpt.format = GL_RGBA
  final_tex = gl.CreateTexture(iconX,iconY, texOpt)
  final_fbo = gl.CreateFBO({color0 = final_tex})

  pre_shader = gl.CreateShader({
    vertex = [[
      varying vec3 normal;
      varying vec4 pos;
      varying float clamp;

      void main(void) {
        gl_FrontColor = gl_Color;
        gl_TexCoord[0] = gl_MultiTexCoord0;
        clamp = gl_MultiTexCoord1.x;
        normal = gl_Normal;

        pos = gl_ModelViewMatrix * gl_Vertex;

        gl_Position = gl_ProjectionMatrix * (gl_TextureMatrix[0] * pos);
      }
    ]],
    fragment = [[
      uniform sampler2D unitTex;

      varying vec3 normal;
      varying vec4 pos;
      varying float clamp;

      void main(void) {
        if (pos.y<clamp) discard;

        gl_FragData[0]     = texture2D(unitTex,gl_TexCoord[0].st);
        gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Color.rgb, gl_FragData[0].a);
        gl_FragData[0].a   = gl_FragCoord.z; //we save and read t from here cuz of the higher precision (the depthtex uses just bytes)
        gl_FragData[1]     = vec4(normal,1.0);
      }
    ]],
    uniformInt = {
      unitTex = 0,
    },
  })

  if (not pre_shader) then Spring.Echo(gl.GetShaderLog()) end

  post_shader = gl.CreateShader({
    vertex = [[
      void main()
      {
         gl_TexCoord[0] = gl_Vertex;
         gl_FrontColor  = gl_Color;
         gl_Position    = vec4( (gl_Vertex.xy-0.5)*2.0,1.0,1.0);
      }
    ]],
    fragment = [[
      uniform sampler2D albedoTex;
      uniform sampler2D normalTex;

      //////////////////////////////////////////////////
      // Main

      vec4 GetDepthsAO(vec2 texel,float depth) {
        vec4 depths = vec4(texture2D(albedoTex, gl_TexCoord[0].st+vec2(texel.x, 0.0) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(0.0, texel.y) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(-texel.x,0.0) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(0.0,-texel.y) ).a);

        depths.r = (depths.r==0.0) ? depth : depths.r;
        depths.g = (depths.g==0.0) ? depth : depths.g;
        depths.b = (depths.b==0.0) ? depth : depths.b;
        depths.a = (depths.a==0.0) ? depth : depths.a;
        return depths;
      }

      vec4 GetDepthsOL(vec2 texel) {
        return vec4(texture2D(albedoTex, gl_TexCoord[0].st+vec2(texel.x, 0.0) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(0.0, texel.y) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(-texel.x,0.0) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(0.0,-texel.y) ).a);
      }

      vec4 GetDepthsOL2(vec2 texel) {
        return vec4(texture2D(albedoTex, gl_TexCoord[0].st+vec2(texel.x,  texel.y) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(texel.x, -texel.y) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(-texel.x, texel.y) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(-texel.x,-texel.y) ).a);
      }

      void main(void)
      {
        vec4 albedo = texture2D(albedoTex, gl_TexCoord[0].st);
        vec4 normal = texture2D(normalTex, gl_TexCoord[0].st);
        float depth = albedo.a;

        vec2 texel  = vec2(dFdx(gl_TexCoord[0].s),dFdy(gl_TexCoord[0].t));
        vec4 depths;

      // ambient occlusion
        float ao = 0.0;
        float aoMultiplier = 3.0 * ]].. (aoContrast or 1) ..[[;
        float aoTolerance = 0.0 + ]].. (aoTolerance or 0) ..[[;

        depths = GetDepthsAO(texel,depth);
        depths = clamp(depth - depths - aoTolerance,0.0,1.0) * aoMultiplier;
        ao += dot(depths,vec4(1.0));

        depths = GetDepthsAO(texel*2.0,depth);
        depths = clamp(depth - depths - aoTolerance,0.0,1.0) * aoMultiplier;
        //depths = clamp(depths,0.0,0.2);
        ao += dot(depths,vec4(1.0));

        depths = GetDepthsAO(texel*3.0,depth);
        depths = clamp(depth - depths - aoTolerance,0.0,1.0) * aoMultiplier;
        ao += dot(depths,vec4(1.0));

        ao = min(pow(ao,float(]] .. (aoPower or 1) .. [[)),1.0);


      // outline
        float ol = 0.0;
        float olMultiplier = 1.7 * float(]].. (olContrast or 1) ..[[);
        float olTolerance = 0.0 + float(]].. (olTolerance or 0) ..[[);

        depths = GetDepthsOL(texel);
        depths = clamp(depths - vec4(depth) - olTolerance,0.0,0.1);
        ol += dot(depths,vec4(olMultiplier));

        depths = GetDepthsOL(texel*2.0);
        depths = clamp(depths - vec4(depth) - olTolerance,0.0,0.02);
        ol += dot(depths,vec4(olMultiplier));

        depths = GetDepthsOL2(texel*2.5);
        depths = clamp(depths - vec4(depth) - olTolerance,0.0,0.01);
        ol += dot(depths,vec4(olMultiplier));

        ol *= smoothstep(0.1,0.0,depth);

      // final composition
        vec4 color1 = vec4(vec3((1.0 - ao) * normal.w),normal.w); // ambient occlusion

        gl_FragData[0] = color1;

      ]] .. (((not textured) and '/*' ) or '') .. [[
        vec3 lightPos     = vec3(]].. (lightPos[1]..','..lightPos[2]..','..lightPos[3]) ..[[);
        vec3 lightDiffuse = vec3(]].. (lightDiffuse[1]..','..lightDiffuse[2]..','..lightDiffuse[3]) ..[[);
        vec3 lightAmbient = vec3(]].. (lightAmbient[1]..','..lightAmbient[2]..','..lightAmbient[3]) ..[[);
        gl_FragData[0].rgb  = albedo.rgb * (max(dot(normal.xyz,lightPos),0.0) * lightDiffuse + lightAmbient);
        gl_FragData[0].rgb *= min(vec3(1.0),color1.rgb);
      ]] .. (((not textured) and '*/' ) or '') .. [[

        gl_FragData[0] = mix(gl_FragData[0], vec4(0.0,0.0,0.0,1.0), ol);  // outline
      }
    ]],
    uniformInt = {
      albedoTex = 0,
      normalTex = 1,
    },
  })

  if (not post_shader) then Spring.Echo(gl.GetShaderLog()) end

  halo_shader = gl.CreateShader({
    vertex = [[
      void main()
      {
         gl_TexCoord[0] = gl_MultiTexCoord0;
         gl_FrontColor  = gl_Color;
         gl_Position    = vec4( gl_Vertex.xy ,1.0,1.0);
      }
    ]],
    fragment = [[
      uniform sampler2D albedoTex;
      uniform sampler2D normalTex;

      //////////////////////////////////////////////////
      // Main

      vec4 GetDepths(vec2 texel) {
        return vec4(texture2D(albedoTex, gl_TexCoord[0].st+vec2(texel.x,  0.0) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(0.0,  texel.y) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(-texel.x, 0.0) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(0.0, -texel.y) ).a);
      }

      vec4 GetDepths2(vec2 texel) {
        return vec4(texture2D(albedoTex, gl_TexCoord[0].st+vec2(texel.x,  texel.y) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(texel.x, -texel.y) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(-texel.x, texel.y) ).a,
                    texture2D(albedoTex, gl_TexCoord[0].st+vec2(-texel.x,-texel.y) ).a);
      }


      void main(void)
      {
        vec2 texel  = vec2(dFdx(gl_TexCoord[0].s),dFdy(gl_TexCoord[0].t));
        vec4 depths;

        // halo
        float hl = 0.0;
        float hlMultiplier = 0.017;

        float l = length(vec2(7.0,7.0));
        for (int x=-7; x<=7; x++) {
          for (int y=-7; y<=7; y++) {
            vec2 r = vec2(float(x),float(y));
            float a = smoothstep(0.0,l,l-length(r));
            float d = 1.0 - texture2D(albedoTex, gl_TexCoord[0].st + vec2(texel.x, texel.y) * r ).a;
            hl += step(0.001,d) * a * hlMultiplier;
          }
        }

        gl_FragData[0] = vec4(vec3(1.0),min(hl,0.9));
      }
    ]],
    uniformInt = {
      depthTex  = 2,
    },
  })


  if (not halo_shader) then Spring.Echo(gl.GetShaderLog()) end

  clear_shader = gl.CreateShader({
    fragment = [[
      void main(void) {
        gl_FragData[0] = vec4(0.0);
        gl_FragData[1] = vec4(0.0);
      }
    ]]
  })

  if (not clear_shader) then Spring.Echo(gl.GetShaderLog()) end
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

function gadget:FreeResources()
  gl.DeleteTexture(albedo_tex);
  gl.DeleteTexture(normal_tex);
  gl.DeleteTexture(depth_tex);
  gl.DeleteFBO(fbo);
  gl.DeleteShader(pre_shader);

  gl.DeleteShader(clear_shader);

  gl.DeleteTexture(post_tex);
  gl.DeleteFBO(post_fbo);
  gl.DeleteShader(post_shader);

  gl.DeleteTexture(final_tex);
  gl.DeleteFBO(final_fbo);

  gl.DeleteShader(halo_shader);

  fbo, out_fbo = nil,nil
  pre_shader,clear_shader,post_shader = nil,nil,nil
  albedo_tex,normal_tex,depth_tex,out_tex = nil,nil,nil,nil
  final_tex, final_fbo = nil,nil
  halo_shader = nil
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

local function CheckOutsideBoundings(left,bottom,width,height,wantedSpace)
  local to = math.min(0,(renderY-wantedSpace)-(bottom+height))
  local ro = math.min(0,(renderX-wantedSpace)-(left+width))
  local bo = math.max(0,wantedSpace-bottom)
  local lo = math.max(0,wantedSpace-left)

  if (to<0 and bo>0)or(ro<0 and lo>0) then
    return false --zoom out!
  end

  return ro+lo,to+bo
end


local function GetBound1(pixels,start,finish,dirX,dirY,length)
  local bound;
  for i=start, finish, ((start>finish) and -1) or 1 do
    for n=0, length do
      if (pixels[1+i*dirY+n*dirX][1+i*dirX+n*dirY][4]>0) then
        bound=i;
        break;
      end;
    end;
    if (bound) then break end;
  end;
  return bound;
end

local function GetBound2(p,start,finish,dirX,dirY,length)
  local bound;
  for i=start, finish, ((start>finish) and -1) or 1 do
    local pixels = gl.ReadPixels(i * dirX, i * dirY, (dirY>0 and length) or 1, (dirX>0 and length) or 1);
    for n=1, length do
      if (pixels[n][4]>0) then
        bound=i;
        break;
      end;
    end;
    if (bound) then break end;
  end;
  return bound;
end


local function DetectBoundings()
  local GetBound = ((iconX*iconY)<(128*128) and GetBound1) or GetBound2
  local pixels
  if (iconX*iconY)<(128*128) then
    pixels = gl.ReadPixels(0, 0, renderX, renderY);
  end
  local top    = GetBound(pixels,renderY-1,0,0,1,renderX-1);
  local bottom = GetBound(pixels,0,renderY-1,0,1,renderX-1);
  local right  = GetBound(pixels,renderX-1,0,1,0,renderY-1);
  local left   = GetBound(pixels,0,renderX-1,1,0,renderY-1);
  return top,left,bottom,right;
end


--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

local function GetUnitDefDims(udid)
  local dims = Spring.GetUnitDefDimensions(udid);
  local midx,midy,midz = (dims.maxx+dims.minx)*0.5, (math.max(0,dims.maxy)+math.max(0,dims.miny))*0.5, (dims.maxz+dims.minz)*0.5;
  local ax = math.max(math.abs(dims.maxx-midx), math.abs(dims.minx-midx));
  local ay = math.max(math.abs(dims.maxy-midy), math.abs(dims.miny-midy));
  local az = math.max(math.abs(dims.maxz-midz), math.abs(dims.minz-midz));
  local radius = ((ax*ax+ay*ay+az*az)^0.5);
  return midx,midy,midz,radius;
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local i = 0;


local function DrawIcon(udid,teamID,uid)
  local cfg = unitConfigs[udid];
  local midx,midy,midz,radius = GetUnitDefDims(udid);

  radius = radius * cfg.zoom;
  gl.MultiTexCoord(1, cfg.clamp);

  gl.Blending(false);
  gl.DepthTest(true);
  gl.DepthMask(true);
  gl.MatrixMode(GL.PROJECTION);
  gl.PushMatrix();
  gl.LoadIdentity();
  gl.Ortho(-radius*renderScale,radius*renderScale, -radius*renderScale*ratio,radius*renderScale*ratio, -radius*4,radius*4);
  gl.ActiveTexture(0,gl.MatrixMode,GL.TEXTURE);
  gl.PushMatrix();
  gl.LoadIdentity();

  gl.Rotate(cfg.angle,1,0,0);

  if (cfg.rot=="right") then
    gl.Rotate(45,0,1,0);
  elseif (cfg.rot=="left") then
    gl.Rotate(-45,0,1,0);
  elseif (type(cfg.rot)=="number") then
    gl.Rotate(cfg.rot,0,1,0);
  else
    gl.Rotate(45,0,1,0);
  end

  --gl.Translate((midx+cfg.offset[1]) * cfg.zoom,(midy+cfg.offset[2]) * cfg.zoom,0);--midz+cfg.offset[3]);
  --gl.Translate((midx+cfg.offset[1])*renderScale,(midy+cfg.offset[2])*renderScale,0);
  gl.Translate((midx+cfg.offset[1]),(midy+cfg.offset[2]),0);
  gl.Translate(0,-radius*renderScale*0.5,0);

  gl.MatrixMode(GL.MODELVIEW);
  gl.PushMatrix();
  gl.LoadIdentity();

  if (uid) then
    if (UnitDefs[udid].model.type ~= "3do") then
      gl.Texture(0, "%" .. udid .. ":0");
    else
      gl.Texture(0, "$units");
    end;
    gl.UnitRaw(uid,true,-1);
    gl.Texture(0,false);
  else
	gl.Texture(0, "%" .. udid .. ":0");
	gl.UnitShape(udid, teamID);
	gl.Texture(0,false);
  end

  gl.ActiveTexture(0,gl.MatrixMode,GL.TEXTURE);
  gl.PopMatrix();
  gl.MatrixMode(GL.PROJECTION);
  gl.PopMatrix();
  gl.MatrixMode(GL.MODELVIEW);
  gl.PopMatrix();
  gl.DepthMask(false);
  gl.DepthTest(false);
  i=i+1;
  --gl.SaveImage(0,0,renderX,renderY, outdir .. "/" .. UnitDefs[udid].name .. i .. imageExt,{alpha=true});
end


local function myGLClear()
  gl.Color(1,1,1,0);

  gl.Blending(false);

  gl.PushMatrix();
  gl.LoadIdentity();
  gl.MatrixMode(GL.PROJECTION);
  gl.PushMatrix();
  gl.LoadIdentity();

  gl.DepthMask(true);
  gl.ActiveFBO(fbo, gl.Clear, GL.DEPTH_BUFFER_BIT);
  gl.DepthMask(false);

  gl.UseShader(clear_shader);
  gl.ActiveFBO(fbo, gl.TexRect, -1,-1,1,1);
  gl.UseShader(0);
  gl.ActiveFBO(post_fbo, gl.Clear, GL.COLOR_BUFFER_BIT, 0,0,0,0);

  gl.PopMatrix();
  gl.MatrixMode(GL.MODELVIEW);
  gl.PopMatrix();
end


local function DrawIconPost()
  gl.Blending(false);

  gl.Texture(0,albedo_tex);
  gl.Texture(1,normal_tex);
  --gl.Texture(2,depth_tex);

  gl.TexRect(0,0,1,1);

  gl.Texture(0,false);
  gl.Texture(1,false);
  --gl.Texture(2,false);
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

  local function DrawBackground(background)
    if (type(background)=="table") then
      local cnt = #background

      local elements = {}
      for i=1,cnt-1 do
        for n=1,4 do
          elements[#elements+1] = {
            v = {}
          }
        end
      end

      gl.Shape(GL.QUADS,elements);
    else
      gl.Texture(background);
      gl.TexRect(-1,-1,1,1);
      gl.Texture(false);
    end
  end


  local function Background(unitdefid)
    local udef = UnitDefs[unitdefid];
    for i=1,#backgrounds do
      local bg = backgrounds[i]
      if (type(bg.check) == "table") then
        local fulfill = true
        for key,value in pairs(bg.check) do
          if (type(value)=="function") then
            fulfill = value(udef[key])
          else
            fulfill = (udef[key] == value)
          end
          if (not fulfill) then break end
        end

        if (fulfill) then
          DrawBackground(bg.texture)
          break
        end
      end
    end
  end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

local function PrepareForScaling(bottom,left,width,height,wantedX,wantedY,border)
  local scaleX,scaleY = width/wantedX,height/wantedY;
  local wantX,wantY = wantedX*scaleY+border*scaleY*2,height+border*scaleY*2;
  if (scaleX>scaleY) then
    wantX,wantY = width+border*scaleX*2,wantedY*scaleX+border*scaleX*2;
  end

  local marginX,marginY  = wantX - width, wantY - height;
  local leftmargin,btmmargin  = marginX*0.5 - (marginX*0.5)%1, marginY*0.5 - (marginY*0.5)%1;

  local bottom,left = bottom - btmmargin, left - leftmargin;
  local height   = height + marginY;
  local width    = width  + marginX;

  if (scaleX>scaleY) then
    bottom,left  = bottom-border*scaleX,left-border*scaleX
    width,height = width+border*scaleX*2,height+border*scaleX*2
  else
    bottom,left  = bottom-border*scaleY,left-border*scaleY
    width,height = width+border*scaleY*2,height+border*scaleY*2
  end

  left,bottom,width,height = round(left),round(bottom),round(width),round(height);

  return left,bottom,width,height;
end


local function CheckBoundings(udid,top,left,bottom,right,scale,border)
  --// some render context and icon dimensions
  local scaledBorder = border * scale;
  local totalBorder  = scaledBorder * 2;
  local wantedSpace  = math.min(math.min(renderX,renderY)/5,scaledBorder * 2);
  local spaceX,spaceY = renderX - scaledBorder, renderY - scaledBorder;
  local scaledX,scaledY = iconX * scale, iconY * scale;
  local wantedX,wantedY = (scaledX - totalBorder),(scaledY - totalBorder);

  local height = top - bottom;
  local width  = right - left;

  local left_,bottom_,width_,height_ = PrepareForScaling(bottom,left,width,height,wantedX,wantedY,border);

  if (top>=spaceY or right>=spaceX or left<=scaledBorder or bottom<=scaledBorder) then
    local offX,offY = CheckOutsideBoundings(left,bottom,width,height,wantedSpace);
    if (offX) then
      offX,offY = offX*autoConfigs[udid].attempt,offY*autoConfigs[udid].attempt;
      --Spring.Echo(i,UnitDefs[udid].name .. ": offsetting",offX,offY,"",left,bottom,width,height,renderX,renderY,autoConfigs[udid].zoom);
      autoConfigs[udid].offset = {autoConfigs[udid].offset[1] + offX, autoConfigs[udid].offset[2] + offY,0};
      return false, left_,bottom_, width_,height_;
    else
      --// zoom out!
    end;
  end;

  if (math.abs(math.min(wantedX-width,wantedY-height))>3) then
    --Spring.Echo(i,UnitDefs[udid].name .. ": zoom (factor:" .. math.max(height/wantedY,width/wantedX) .. ")",width,height,wantedX,wantedY,autoConfigs[udid].zoom);
    autoConfigs[udid].zoom = blend(autoConfigs[udid].zoom, autoConfigs[udid].zoom * math.max(height/wantedY,width/wantedX), autoConfigs[udid].attempt);
    return false, left_,bottom_, width_,height_;
  end;

  if ((bottom_+height_)>renderY or left_<0 or bottom_<0 or (left_+width_)>renderX) then
    local offX,offY = CheckOutsideBoundings(left_,bottom_,width_,height_,wantedSpace);
    if (offX) then
      --Spring.Echo(i,UnitDefs[udid].name .. ": Boundings outside of the texture",offX,offY);
      autoConfigs[udid].offset = {autoConfigs[udid].offset[1] + offX, autoConfigs[udid].offset[2] + offY,0};
      return false, left_,bottom_, width_,height_;
    else
      --Spring.Echo(i,UnitDefs[udid].name .. ": Render Context too small (you have to increase renderX&renderY)");
    end;
  end;

  return true, left_,bottom_, width_,height_;
end


local function CenterIcon(udid)
  local top,left,bottom,right = DetectBoundings();

  if (not top) then
    autoConfigs[udid].offset = {autoConfigs[udid].offset[1], autoConfigs[udid].offset[2] - 10,0};
    --Spring.Echo(UnitDefs[udid].name .. ": empty model");
    return false,0,0,1,1;
  end

  local ac = autoConfigs[udid];
  local uc = unitConfigs[udid];
  ac.attempt = (ac.attempt or (1/0.99)) * 0.99;
  return CheckBoundings(udid, top,left,bottom,right, ac.scale, round(uc.border*(iconX+iconY)*0.5));
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

  local jobs = {}
  local jobsInSynced = 0

  local function ProcessJobs()
    --//note: we have a LIFO stack
    for i=#jobs,1,-1 do
      if (jobs[i]() ~= false) then
        jobs[i] = nil;
      else
        break;
      end;
    end;

    if (#jobs == 0) then
      gadget.DrawGenesis = nil;
      gadgetHandler:UpdateCallIn("DrawGenesis");
    end;
  end


  local function GetFaction(udef_factions)
    return ((#udef_factions~=1) and 'unknown') or udef_factions[1];
  end


  local function CreateIcon(udid,uid)
    local faction = GetFaction(UnitDefs[udid].factions or {});

    local cfg = unitConfigs[udid]

    local attempts = 0;
    local result;
    local left,bottom = 0,0;
    local width,height = 0,0;

    if (not cfg.empty) then
      repeat
        myGLClear();

        gl.Color(factionColors[faction]);

        gl.UseShader(pre_shader);
        gl.ActiveFBO(fbo, DrawIcon, udid, factionTeams[faction], uid);
        gl.UseShader(post_shader);
        gl.ActiveFBO(post_fbo, DrawIconPost);
        gl.UseShader(0);

        gl.Flush();
        gl.ActiveFBO(post_fbo, GL_READ_FRAMEBUFFER_EXT, function()
          result,left,bottom,width,height = CenterIcon(udid);
        end);

        attempts = attempts + 1;
      until (result or (attempts>=cfg.attempts));
    else
      myGLClear();
    end;

    --// take screenshot
    gl.ActiveFBO(final_fbo, true, function()
      local scale = cfg.scale;

      gl.Clear(GL.COLOR_BUFFER_BIT, 0,0,0,0);
      gl.Color(1,1,1,1);
      if (background) then Background(udid); end;

      if (halo) then
        gl.UseShader(halo_shader);
        gl.Blending("add");
        gl.BlendEquationSeparate(0x8006,0x8008);
        gl.BlendFuncSeparate(GL.SRC_ALPHA,GL.ONE_MINUS_SRC_ALPHA,GL.ONE,GL.ONE);
        gl.Texture(2,depth_tex);
        gl.TexRect(-1,-1,1,1,
          left/(renderX), bottom/(renderY),
          (left+width)/(renderX), (bottom+height)/(renderY));
        gl.Texture(2,false);
        gl.BlendEquationSeparate(0x8006,0x8006);
        gl.BlendFuncSeparate(GL.SRC_ALPHA,GL.ONE_MINUS_SRC_ALPHA,GL.ONE,GL.ZERO);
        gl.UseShader(0);
      end;

      gl.Blending("reset");
      gl.Texture(post_tex);
      gl.TexRect(-1,-1,1,1,
        left/(renderX), bottom/(renderY),
        (left+width)/(renderX), (bottom+height)/(renderY));
      gl.Blending(false);
      gl.Texture(false);

      local outfile = (outdir) .."/".. (UnitDefs[udid].name) .. (imageExt);
      --if (VFS.FileExists(outfile, VFS.RAW)) then
      --  os.remove(outfile);
      --end;

      gl.SaveImage(0,0,iconX,iconY, outfile,{alpha=true});
    end);

    if (not result and not cfg.empty) then
      Spring.Echo("icongen: ".. (UnitDefs[udid].name) ..": give up :<");
    end;
  end


  local function AddUnitJob(udid)
    --// generate unit icon settings (and merge defaults)
    local cfg = unitConfigs[udid] or {};
    autoConfigs[udid] = {};
    local auto = autoConfigs[udid];
    setmetatable(auto,{__index=defaults})
    setmetatable(cfg,{__index=auto});

    if (cfg.unfold) then
      --// unit does some unfolding/animation in cob,
      --// so we need to create it first

      jobsInSynced = jobsInSynced + 1

      local factionTeam = factionTeams[GetFaction(UnitDefs[udid].factions or {})];

      local msg = "buildicon " ..
                  UnitDefs[udid].name .. ";" ..
                  ((cfg.attack and "1") or "0") .. ";" ..
                  ((cfg.move and "1") or "0") .. ";" ..
                  factionTeam .. ";" ..
                  (cfg.wait) .. ";" ..
                  (cfg.shotangle or "0") .. ";"

      Spring.SendLuaRulesMsg(msg);
      return;
    end;

    CreateIcon(udid);
  end


  local function AddJob(fnc)
    jobs[#jobs+1] = fnc;
  end


  local function WaitForSyncedJobs()
    return (jobsInSynced == 0);
  end

---------------------------------------------------------------------------------
---------------------------------------------------------------------------------

local schemes,resolutions,ratios = {},{},{}

  local function BuildIcon(cmd, line, words, playerID)
    if (not Spring.IsCheatingEnabled()) then
      Spring.Echo("Cheating must be enabled");
      return false;
    end;
    if (not Spring.GetModUICtrl()) then
      Spring.Echo("ModUICtrl is needed (type /luamoduictrl 1)");
      return false;
    end;
    if (final_tex or #jobs>0) then
      Spring.Echo("Wait until current process is finished");
      return false;
    end;

    if (words[1] and words[1]~="all" and not UnitDefNames[words[1]]) then
      Spring.Echo("No such unit found");
      return false;
    end


    --//note: we have a LIFO stack
    for _,res in pairs(resolutions) do
      for _,_scheme in pairs(schemes) do
        for _ratio_name,_ratio in pairs(ratios) do

          AddJob( FreeResources );

          AddJob( WaitForSyncedJobs );

          if (words[1] and words[1]~="all") then
            AddJob( function () AddUnitJob(UnitDefNames[ words[1] ].id); end);
          else
            for udid=#UnitDefs,1,-1 do
              AddJob( function () AddUnitJob(udid); end);
            end;
          end;

          AddJob( CreateResources );

          AddJob( function ()
            scheme            = _scheme;
            ratio, ratio_name = _ratio, _ratio_name;
            iconX, iconY      = res[1], res[2];

            outdir = "buildicons/".. (scheme) .."_".. (ratio_name) .."_".. (iconX) .."x".. (iconY);
            Spring.CreateDir(outdir);

            LoadScheme();
          end );

        end;
      end;
    end;

    gadget.DrawGenesis = ProcessJobs;
    gadgetHandler:UpdateCallIn("DrawGenesis");
    gadgetHandler:UpdateCallIn("DrawGenesis"); --stupid bug
  end


  local function UnitCreated(_,uid,defname)
    jobsInSynced = jobsInSynced - 1

    local uid,defname = uid,defname;
    jobs[#jobs+1] = function() CreateIcon(UnitDefNames[defname].id,uid) end;

    gadget.DrawGenesis = ProcessJobs;
    gadgetHandler:UpdateCallIn("DrawGenesis");
    gadgetHandler:UpdateCallIn("DrawGenesis"); --stupid bug
  end

  function gadget:Initialize()
    --// get all known configurations
    schemes,resolutions,ratios = include("LuaRules/Configs/","icon_generator.lua",{info=true})

    gadgetHandler:AddChatAction("buildicon", BuildIcon," : auto generates creates buildicons");
    gadgetHandler:AddChatAction("buildicons", BuildIcon," : auto generates creates buildicons");
    gadgetHandler:AddSyncAction("buildicon_unitcreated", UnitCreated);
  end

---------------------------------------------------------------------------------
---------------------------------------------------------------------------------
end
